V2.5 Survival Revival Dev Diary

be fantastic to actually see the console data
I hope they release it soon for console players. The smell system is interesting. They can come running at you from afar.

Eating seems to be worse than carrying raw meat which I'm not sure that makes sense. Caring raw meat or cooked food should emit the strongest odor....but that's my opinion.

Here's hoping for a quick stable release!
 
I hope they release it soon for console players. The smell system is interesting. They can come running at you from afar.

Eating seems to be worse than carrying raw meat which I'm not sure that makes sense. Caring raw meat or cooked food should emit the strongest odor....but that's my opinion.

Here's hoping for a quick stable release!
Eating and raw meat are the same thing except eating goes out to x distance then lingers with a timer, while meat goes to x distance based on quantity of meat and stays.

They don't instantly smell you. It is random every few seconds, so in the middle of a fight they could get excited.
 
This is a run on paragraph, because I never stopped running until.
Wow, logged in forgot I was on day 7, got reset to zero, don't care, Nearest trader 4.1 km,
across, burnt desert waste water waste desert burnt desert detour forest snow forest because
water was too big and busy, shot chickens for feathers, had to keep dumping food, found 2 jars
filled them, found t1 and t2 clothing, found Bob on the way to Rekt and marked him on the map,
it was 8 something pm by the time I reached him, bought pot and jars, ran into three storms, desert
and burnt simultaneously, snow cause the second detour, had to hide in a transfer truck trailer, and
block myself in to a t3 poi for the other, and now I am on top of a t4 hotel. I love the storm walls.
and the temperature. This has kept me running. Time to fight.
Thanks for this.
 
Our lovely distant storms are not showing on clients. We missed it in testing. I just fixed it for the next experimental:
What do you mean? Is it a setting or hardware limitation? I ask because I was in the desert and knew I couldn't
cross the waste because of the storm wall, then later I saw the snow storm, when I was in the burnt. It was not as
intense as the one you depicted, until I got closer, I thought that was like an LOD view. Or conservation of particle
generation depending on distance. Or do mean client in regard to MP server use?

@faatal quick question. Do you have the storm walls set as an occluder?
 
Last edited:
What do you mean? Is it a setting or hardware limitation? I ask because I was in the desert and knew I couldn't
cross the waste because of the storm wall, then later I saw the snow storm, when I was in the burnt. It was not as
intense as the one you depicted, until I got closer, I thought that was like an LOD view. Or conservation of particle
generation depending on distance. Or do mean client in regard to MP server use?
A player who is a MP client did not get the distant storms drawn on their screen because a variable was not being set.
 
Are chicken coops still coming in a future build of 2.5, or have they been pushed to 2.6 (or a version after that)? Or even to 3.0 at this point?

I'm asking, not just because I want to have them (which I do), but because I suspect they also are based on the dew collector code, and might solve some of the issues I'm running into while modding that code.
 
Are chicken coops still coming in a future build of 2.5, or have they been pushed to 2.6 (or a version after that)? Or even to 3.0 at this point?

I'm asking, not just because I want to have them (which I do), but because I suspect they also are based on the dew collector code, and might solve some of the issues I'm running into while modding that code.
The last I heard about it, it wasn't planned for 2.5.
Post automatically merged:

What do you mean? Is it a setting or hardware limitation? I ask because I was in the desert and knew I couldn't
cross the waste because of the storm wall, then later I saw the snow storm, when I was in the burnt. It was not as
intense as the one you depicted, until I got closer, I thought that was like an LOD view. Or conservation of particle
generation depending on distance. Or do mean client in regard to MP server use?

@faatal quick question. Do you have the storm walls set as an occluder?
A client is someone who connected to another person's game, either P2P or server. Someone playing solo or hosting would still see the distant storms.
 
I find that games I love like 7dtd are more like a bus ride than a taxi. The development can get you close to your destination but it is up to you to walk the rest of the way home. In my opinion the original decision to open the game up to the mod community is pure genius. Whatever else happens that alone makes for an amazing gaming experience. Thank you Fun Pimps.

The console players do lose out but the Fun Pimps are starting to allow for toggles in the game, allowing for everyone to modify their gaming experience. This element of choice is why I think 7dtd will continue to grow and mature for both communities.

There is no way to provide the perfect experience for everyone - your vision has taken us far - complaints are going to happen. I just wish they were more constructive sometimes even when I agree with their opinion. The massive turning point in the game has just happened in my opinion. Allowing us to decide for ourselves if we want reusable jars or not, if we want storms or not, giving the players the ability to tune the game to their desires is again genius. Thank you Fun Pimps - I look forward to more of the same, I believe in you.
 
@faatal
I was editing this at the same time you had answered, the storm question.
I didn't expect such a quick response. Thank You

The prior question is; Is the storm wall set as an occluder, like you did with the fog? What
would be the advisable frequency of storms, if multiple storms were in close visibility
range? I usually start modding as soon as I begin a playthrough, just acquired habit. But all
I have been doing is playing, each chance I got. But I am asking because I have been designing
terrain stamps, to frame and or display the storms.
 
I just realized that right now we don't need a crucible to craft jars, because the dew collector produces them for free in unlimited quantities. Since most players will likely play with the jar refund option on (that's the whole point why people asked about them), I guess something needs to be done to fix the "free jar factory".

My simple re-balance suggestion:
  • The dew collector will have slots for empty jars, similar to the flower slots in the apiary. This solves the "free jar factory".
  • Jars are craftable at Workstations 16 without a crucible (at the same stage as the dew collector). This will keep the lack of water in early game.
  • Jar crafting time & cost will increase, and it will now also require brass (for the cap, you know). This is both logical and adds a new use for brass.
  • The time required to boil murky water at Campfire will be significantly increased. You can now boil it much faster at Chemical Station.
  • What is the advantage of the dew collector now? It will have 50% chance to produce clean water (because dew is much cleaner than water from a dirty pond). Dew collector Filter Mod will make all collected water clean.
  • Additionally, during rain, the dew collector will produce water much faster.
  • Bucket will be now made with Forged Steel instead of just Iron. Players will still be able to obtain it relatively easily, but not so quickly that they can avoid having to fetch water from river in the first half of the game.
 
Last edited:
Default settings is no refund of jars. If you choose to play with alternate settings, then you accept the results of those settings. If you use default settings, there is no negative to the dew collector. For those of us who don't want jars, making the dew collector require jars is a bad thing that offers nothing other that for people who are changing options to suit their choice to have more jars.
 
Default settings is no refund of jars. If you choose to play with alternate settings, then you accept the results of those settings. If you use default settings, there is no negative to the dew collector. For those of us who don't want jars, making the dew collector require jars is a bad thing that offers nothing other that for people who are changing options to suit their choice to have more jars.
2.5 is currently experimental, and default settings may change again in next patch, as was the case with storms brewing update. Jars are back in the game, and regardless of which refund settings you prefer, you will have to interact with jars to avoid dehydration.

As you can see, my suggestion respects both playstyles, with or without jar refund option. And it also makes players do something to get water, even when they reach dew collectors, instead of simple unlimited afk water farming past this stage.
 
Back
Top